Design narrative that emerges through systems, environment, simulation, item/state changes, NPC behavior, and player action rather than exposition alone.
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---
name: systemic-storytelling
description: Design narrative that emerges through systems, environment, simulation, item/state changes, NPC behavior, and player action rather than exposition alone.
---
# Systemic Storytelling
Use when this procedure is the primary professional method needed for the assignment.
## Procedure
1. Confirm the decision or outcome this work must support, its scope, owner, constraints, and definition of success.
2. Establish the evidence baseline using game systems, environment, economy/factions, state model, art/audio affordances, and lore. Do not fill material gaps with assumptions when they can change the result.
3. Choose world/system truths to communicate, map them to observable systemic signals, ensure cause/effect consistency, layer discoverability, and avoid contradicting authored canon.
4. Exercise realistic edge, failure, transition, or exception cases that could invalidate the result; record unresolved uncertainty explicitly.
5. Validate the output against the original outcome and any neighboring professional contracts so this skill does not silently absorb another specialist's authority.
6. Record the resulting artifact, measurements, decisions, provenance, and handoff information needed for another owner to reproduce or continue the work.
## Quality gate
Players can infer intended world/story information from consistent interactive evidence without mandatory explanatory text.